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Grading The Guard: A Review of the New
Codex:
Imperial Guard
by Patrick Eibel
Background Section: Grade A
Forces of the Guard Section: B +
First off, the Disciplines from the last Codex have nominally been replaced with Orders. The Orders make those required Command Squads a little more useful. All of the Senior Officer Orders are good, but the best are: Bring It Down! in which a Senior Officer can make a heavy weapon team (say three lascannons) twin-linked versus a specified vehicle, and Get Back In The Fight! in which a fleeing unit automatically rallies. Junior Officers get useful Orders too: First Rank, FIRE!... is basically Bladestorm for Guard, and Move! Move! Move! will be useful for grabbing objectives at the end of a game. Commissars continue to be a great upgrade to a Command unit, as adding another WS 4/BS 4 leader to the mix can make command units viable counterassault options. One interesting possibility involves a unit with a Commissar and Nork Deddog – if the Commissar executes the Company Commander, Nork will wax the Commissar in return. We hypothesized that Nork would then take over command of the army, which is just too funny. Of the other advisor choices, the standouts are: Astropaths, which help with Reserve rolls (anything to bring tanks on sooner is good), and Priests (for 60 points each I can get a guy with an eviscerator, a 4+ invulnerable save, and imbues Righteous Fury to the squad he is attached to, and I can get up to five of them? Booyah!). There are plenty of new tanks to entice treadheads to build Armored Companies. Pay attention to the Lumbering Behemoth rules, where a Leman Russ can move at combat speed and fire its ordnance turret in addition to any other weapons it can fire. Slap my hind with a melon rind, are you serious? With the new gratuitously-favorable vehicle rules, the Leman Russ variants, with an Armor Value of 14 to the front, are just too good to pass up.
Hellhounds get two new variants – the Devil Dog and the Bane Wolf. Much of the buzz from players I talked with is on the Bane Wolf, which has a template and wounds on a 2+, but do not underestimate the Devil Dog. You can take a melta cannon and put a multi-melta in the hull and then have two AP 1 weapons on a Fast vehicle. And remember, kids, AP 1 weapons add one to their damage rolls. Tank hunting indeed!
The ordnance battery option expands upon the ever-popular Basilisk. The Griffon returns, and the Medusa and Colossus are brought into the fold from Forge World (as well as the Hydra, Manticore, and Deathstrike Missile Launcher). I like the Medusa and Manticore as anti-vehicle options (I guarantee you will face armies with multiple Land Raiders or other high Armor Value vehicles, so you will want Strength 10 weapons), and the Griffon continues to be a reliable troop-killer. The Basilisk, with a minimum range of 36", becomes more useful in larger, Apocalypse-scale games.
Finally, the real sexy addition to the army list is the Valkyrie Assault Carrier. Sure the model is $60, but it is still a thing of beauty that can Deep Strike, Scout, strategically drop a unit, and has a nice array of weapons too. The Valkyrie gives the Guard—previously thought as a static, immovable army—some much-needed maneuverability. And it looks damn cool too.
There are twelve special characters presented with rules, counting Sergeant Kell separate from Lord Creed. Some are new: Commander Pask and Sergeant Bastonne, and some are old favorites: Yarrick, Creed, and Ram…er…Marbo. Many give units they are with cool abilities, such as Fearless or Feel No Pain or are able to give multiple Orders. None of the characters are all that out of control and, while the extra abilities are nice, none of them are essential to field a competitive army. The Army List: A+
If there are any sick puppies out there that love the sniper rifle (you know who you are), you can take three squads of Ratlings as Elites and up to two regular Guard sniper teams per Infantry Platoon as Troops. That’s a lot of sniping. I would invest in Ratlings (you can get ten guys for 100 points), but I already have two units of Storm Troopers whose weapons are now AP 3. Need to kill some Marines? Deep Strike your Storm Troopers with a plasma or melta gun for added punch.
Of all of the special characters presented in the codex, my personal favorite is Gunnery Sergeant Harker, who allows a Veteran Squad to Infiltrate. Keep in mind, Harker carries a heavy bolter and the Veterans can have up to three plasma guns. That is some nice firepower that you can place in range from the start of the game. Conclusion
Posted June 2009. All images are copyright 2009 by Games Workshop and used for review purposes. |
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